/* model.h header for model loading and caching $Id: model.h,v 1.10 2007/09/20 16:17:46 sezero Exp $ */ #ifndef __HX2_MODEL_H #define __HX2_MODEL_H #include "genmodel.h" #include "spritegn.h" /* d*_t structures are on-disk representations m*_t structures are in-memory */ /* ============================================================================== BRUSH MODELS ============================================================================== */ // // in memory representation // // !!! if this is changed, it must be changed in asm_draw.h too !!! typedef struct { vec3_t position; } mvertex_t; #define SIDE_FRONT 0 #define SIDE_BACK 1 #define SIDE_ON 2 // plane_t structure // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct mplane_s { vec3_t normal; float dist; byte type; // for texture axis selection and fast side tests byte signbits; // signx + signy<<1 + signz<<1 byte pad[2]; } mplane_t; typedef struct texture_s { char name[16]; unsigned int width, height; int anim_total; // total tenths in sequence ( 0 = no) int anim_min, anim_max; // time for this frame min <=time< max struct texture_s *anim_next; // in the animation sequence struct texture_s *alternate_anims; // bmodels in frmae 1 use these unsigned int offsets[MIPLEVELS]; // four mip maps stored } texture_t; #define SURF_PLANEBACK 2 #define SURF_DRAWSKY 4 #define SURF_DRAWSPRITE 8 #define SURF_DRAWTURB 0x10 #define SURF_DRAWTILED 0x20 #define SURF_DRAWBACKGROUND 0x40 #define SURF_TRANSLUCENT 0x80 #define SURF_DRAWBLACK 0x400 // !!! if this is changed, it must be changed in asm_draw.h too !!! typedef struct { unsigned short v[2]; unsigned int cachededgeoffset; } medge_t; typedef struct { float vecs[2][4]; float mipadjust; texture_t *texture; int flags; } mtexinfo_t; typedef struct msurface_s { int visframe; // should be drawn when node is crossed int dlightframe; int dlightbits; mplane_t *plane; int flags; int firstedge; // look up in model->surfedges[], negative numbers int numedges; // are backwards edges // surface generation data struct surfcache_s *cachespots[MIPLEVELS]; short texturemins[2]; short extents[2]; mtexinfo_t *texinfo; // lighting info byte styles[MAXLIGHTMAPS]; byte *samples; // [numstyles*surfsize] } msurface_t; typedef struct mnode_s { // common with leaf int contents; // 0, to differentiate from leafs int visframe; // node needs to be traversed if current short minmaxs[6]; // for bounding box culling struct mnode_s *parent; // node specific mplane_t *plane; struct mnode_s *children[2]; unsigned short firstsurface; unsigned short numsurfaces; } mnode_t; typedef struct mleaf_s { // common with node int contents; // wil be a negative contents number int visframe; // node needs to be traversed if current short minmaxs[6]; // for bounding box culling struct mnode_s *parent; // leaf specific byte *compressed_vis; struct efrag_s *efrags; msurface_t **firstmarksurface; int nummarksurfaces; int key; // BSP sequence number for leaf's contents byte ambient_sound_level[NUM_AMBIENTS]; } mleaf_t; // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct { dclipnode_t *clipnodes; mplane_t *planes; int firstclipnode; int lastclipnode; vec3_t clip_mins; vec3_t clip_maxs; } hull_t; #define HULL_IMPLICIT 0 // Choose the hull based on bounding box- like in Quake #define HULL_POINT 1 // 0 0 0, 0 0 0 #define HULL_PLAYER 2 // '-16 -16 0', '16 16 56' #define HULL_SCORPION 3 // '-24 -24 -20', '24 24 20' #define HULL_CROUCH 4 // '-16 -16 0', '16 16 28' #define HULL_HYDRA 5 // '-28 -28 -24', '28 28 24' #define HULL_GOLEM 6 // ???,??? /* ============================================================================== SPRITE MODELS ============================================================================== */ // FIXME: shorten these? typedef struct mspriteframe_s { short width; short height; //void *pcachespot; // remove? float up, down, left, right; byte pixels[4]; } mspriteframe_t; typedef struct { short numframes; float *intervals; mspriteframe_t *frames[1]; } mspritegroup_t; typedef struct { spriteframetype_t type; mspriteframe_t *frameptr; } mspriteframedesc_t; typedef struct { short type; short maxwidth; short maxheight; short numframes; float beamlength; // remove? //void *cachespot; // remove? mspriteframedesc_t frames[1]; } msprite_t; /* ============================================================================== ALIAS MODELS Alias models are position independent, so the cache manager can move them. ============================================================================== */ typedef struct { aliasframetype_t type; trivertx_t bboxmin; trivertx_t bboxmax; int frame; char name[16]; } maliasframedesc_t; typedef struct { aliasskintype_t type; void *pcachespot; int skin; } maliasskindesc_t; typedef struct { trivertx_t bboxmin; trivertx_t bboxmax; int frame; } maliasgroupframedesc_t; typedef struct { int numframes; int intervals; maliasgroupframedesc_t frames[1]; } maliasgroup_t; typedef struct { int numskins; int intervals; maliasskindesc_t skindescs[1]; } maliasskingroup_t; // !!! if this is changed, it must be changed in asm_draw.h too !!! typedef struct mtriangle_s { int facesfront; unsigned short vertindex[3]; unsigned short stindex[3]; } mtriangle_t; typedef struct { int model; int stverts; int skindesc; int triangles; maliasframedesc_t frames[1]; } aliashdr_t; //=================================================================== // // entity effects // #define EF_ONFIRE 0x00000001 #define EF_MUZZLEFLASH 0x00000002 #define EF_BRIGHTLIGHT 0x00000004 #define EF_DIMLIGHT 0x00000008 #define EF_DARKLIGHT 0x00000010 #define EF_DARKFIELD 0x00000020 #define EF_LIGHT 0x00000040 #define EF_NODRAW 0x00000080 #define EF_BRIGHTFIELD 0x00000400 #define EF_POWERFLAMEBURN 0x00000800 #define EF_UPDATESOUND 0x00002000 #define EF_POISON_GAS 0x00200000 #define EF_ACIDBLOB 0x00400000 //#define EF_PURIFY2_EFFECT 0x00200000 //#define EF_AXE_EFFECT 0x00400000 //#define EF_SWORD_EFFECT 0x00800000 //#define EF_TORNADO_EFFECT 0x01000000 #define EF_ICESTORM_EFFECT 0x02000000 //#define EF_ICEBALL_EFFECT 0x04000000 //#define EF_METEOR_EFFECT 0x08000000 #define EF_HAMMER_EFFECTS 0x10000000 #define EF_BEETLE_EFFECTS 0x20000000 //=================================================================== // // Whole model // typedef enum {mod_brush, mod_sprite, mod_alias} modtype_t; /* EF_ changes must also be made in both model.h and gl_model.h and you MUST check with the constants in gamecode, as well. */ #define EF_ROCKET (1 << 0 ) /* leave a trail */ #define EF_GRENADE (1 << 1 ) /* leave a trail */ #define EF_GIB (1 << 2 ) /* leave a trail */ #define EF_ROTATE (1 << 3 ) /* rotate (bonus items) */ #define EF_TRACER (1 << 4 ) /* green split trail */ #define EF_ZOMGIB (1 << 5 ) /* small blood trail */ #define EF_TRACER2 (1 << 6 ) /* orange split trail + rotate */ #define EF_TRACER3 (1 << 7 ) /* purple trail */ #define EF_FIREBALL (1 << 8 ) /* Yellow transparent trail in all directions */ #define EF_ICE (1 << 9 ) /* Blue-white transparent trail, with gravity */ #define EF_MIP_MAP (1 << 10) /* This model has mip-maps */ #define EF_SPIT (1 << 11) /* Black transparent trail with negative light */ #define EF_TRANSPARENT (1 << 12) /* Transparent sprite */ #define EF_SPELL (1 << 13) /* Vertical spray of particles */ #define EF_HOLEY (1 << 14) /* Solid model with color 0 */ #define EF_SPECIAL_TRANS (1 << 15) /* Translucency through the particle table */ #define EF_FACE_VIEW (1 << 16) /* Poly Model always faces you */ #define EF_VORP_MISSILE (1 << 17) /* leave a trail at top and bottom of model */ #define EF_SET_STAFF (1 << 18) /* slowly move up and left/right */ #define EF_MAGICMISSILE (1 << 19) /* a trickle of blue/white particles with gravity */ #define EF_BONESHARD (1 << 20) /* a trickle of brown particles with gravity */ #define EF_SCARAB (1 << 21) /* white transparent particles with little gravity */ #define EF_ACIDBALL (1 << 22) /* Green drippy acid shit */ #define EF_BLOODSHOT (1 << 23) /* Blood rain shot trail */ #define EF_MIP_MAP_FAR (1 << 24) /* Set per frame, this model will use the far mip map */ typedef struct model_s { char name[MAX_QPATH]; int needload; // bmodels and sprites don't cache normally modtype_t type; int numframes; synctype_t synctype; int flags; // // volume occupied by the model graphics // vec3_t mins, maxs; float radius; // // brush model // int firstmodelsurface, nummodelsurfaces; int numsubmodels; dmodel_t *submodels; int numplanes; mplane_t *planes; int numleafs; // number of visible leafs, not counting 0 mleaf_t *leafs; int numvertexes; mvertex_t *vertexes; int numedges; medge_t *edges; int numnodes; mnode_t *nodes; int numtexinfo; mtexinfo_t *texinfo; int numsurfaces; msurface_t *surfaces; int numsurfedges; int *surfedges; int numclipnodes; dclipnode_t *clipnodes; int nummarksurfaces; msurface_t **marksurfaces; hull_t hulls[MAX_MAP_HULLS]; int numtextures; texture_t **textures; byte *visdata; byte *lightdata; char *entities; // // additional model data // cache_user_t cache; // only access through Mod_Extradata } model_t; // values for model_t->needload #define NL_PRESENT 0 #define NL_NEEDS_LOADED 1 #define NL_UNREFERENCED 2 //============================================================================ void Mod_Init (void); void Mod_ClearAll (void); model_t *Mod_ForName (const char *name, qboolean crash); model_t *Mod_FindName (const char *name); void *Mod_Extradata (model_t *mod); // handles caching void Mod_TouchModel (const char *name); mleaf_t *Mod_PointInLeaf (float *p, model_t *model); byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model); #endif /* __HX2_MODEL_H */